Hello fellow City builders and asset creators!
[EDITED: Issue SOLVED, scroll to edit to see solution]
I recently picked up modding and I really enjoying exploring the details of the game. I am working on a canal asset that would have a one-way ferry lane in it, and I thought that a ferry like that should be accessible from both sides.
So I plunged into the asset editor to make a custom Ferry Stop because the original acted weird and soon I found out why:
The locked/hidden network used by Ferry stops is called "Ferry Dock" and uses the "ShipDockAI". It has one Ferry lane in the middle with "avoid backwards" direction, and a pedestrian path on the right side that works as the ferry stop where the cims wait for boarding.
Because of the avoid backwards rule, if I place the stop into the canals the ferry will spin around 180 to dock at it's right side.
If In the asset editor I turn the network around so the other direction takes priority, and makes it possible for a smooth docking as on the pic below, the problem arises that the pedestrian path is on the wrong side, and cims are not able to board.
So my idea was to create a new road, a "Ferry Dock Left" that has it's pedestrian path on the left side (by changing it's position from 9 to -9). However all my attempts to do that failed.
The Ferry Dock network is locked away, not available as a template, all I could is try to copy it's attributes, it's class, AI etc, to a new road with ModTools. But that either resulted in a corrupted asset, or one that isn't working because it can't connect to the regular ferry lines, or doesn't merge with the path already existing in the canal.
I would like to ask your opinion, is it possible to create a new, functioning Ferry Dock network, and if yes, how?
With Kind regard, Robert
[EDIT : Managed to solve the issue]
So I figured out why there are so many errors while trying to copy an already existing network. Each network has a prefabDataIndex, even the one that's being created. If I copy the netInfo of a network, and paste it onto the m_editprefabInfo, it overrides this index too and confuses the game what network I'm actually editing/saving, so I gotta switch this index back to what it was before the copy-ing happened.
And this way I managed to copy everything else and make a new version of the road, I wanted, and it works perfectly now! Thanks everyone who stopped by, and thought about how this problem could be solved, it appears hours of trial and error paid off at the end.
[EDITED: Issue SOLVED, scroll to edit to see solution]
I recently picked up modding and I really enjoying exploring the details of the game. I am working on a canal asset that would have a one-way ferry lane in it, and I thought that a ferry like that should be accessible from both sides.
So I plunged into the asset editor to make a custom Ferry Stop because the original acted weird and soon I found out why:
The locked/hidden network used by Ferry stops is called "Ferry Dock" and uses the "ShipDockAI". It has one Ferry lane in the middle with "avoid backwards" direction, and a pedestrian path on the right side that works as the ferry stop where the cims wait for boarding.
Because of the avoid backwards rule, if I place the stop into the canals the ferry will spin around 180 to dock at it's right side.
If In the asset editor I turn the network around so the other direction takes priority, and makes it possible for a smooth docking as on the pic below, the problem arises that the pedestrian path is on the wrong side, and cims are not able to board.

So my idea was to create a new road, a "Ferry Dock Left" that has it's pedestrian path on the left side (by changing it's position from 9 to -9). However all my attempts to do that failed.
The Ferry Dock network is locked away, not available as a template, all I could is try to copy it's attributes, it's class, AI etc, to a new road with ModTools. But that either resulted in a corrupted asset, or one that isn't working because it can't connect to the regular ferry lines, or doesn't merge with the path already existing in the canal.

I would like to ask your opinion, is it possible to create a new, functioning Ferry Dock network, and if yes, how?
With Kind regard, Robert
[EDIT : Managed to solve the issue]
So I figured out why there are so many errors while trying to copy an already existing network. Each network has a prefabDataIndex, even the one that's being created. If I copy the netInfo of a network, and paste it onto the m_editprefabInfo, it overrides this index too and confuses the game what network I'm actually editing/saving, so I gotta switch this index back to what it was before the copy-ing happened.
And this way I managed to copy everything else and make a new version of the road, I wanted, and it works perfectly now! Thanks everyone who stopped by, and thought about how this problem could be solved, it appears hours of trial and error paid off at the end.

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